maya-asset-sync

maya-asset-sync is a skill for Claude Code, Codex from dcc-mcp/dcc-mcp-maya. It costs 23 tokens per session (907 once invoked), scanned A, original, MIT.

A Maya tool for exchanging versioned USD scene data between digital-content applications, with a choice between editable native Maya objects and a proxy that preserves the original USD structure. USD is a format for describing 3D scenes and their components.

In plain words
What is it for?
Use it to import or publish USD revisions in Maya, inspect editable scene elements, preserve non-destructive USD references, and verify materials, textures, animation, and bounds.
Why use it?
It lets artists choose between easier direct editing and greater fidelity to the source scene. It also reports evidence about imported animation, materials, textures, and geometry so the result can be checked.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to import or publish USD revisions in Maya, inspect editable scene elements, preserve non-destructive USD references, and verify materials, textures, animation, and bounds.

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Install with agentmods
npx agentmods add skills/dcc-mcp/dcc-mcp-maya/maya-asset-sync
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add dcc-mcp/dcc-mcp-maya --skill maya-asset-sync
Clone the repo
git clone --depth 1 https://github.com/dcc-mcp/dcc-mcp-maya

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for maya-asset-sync

README.md
[![agentmods](https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-maya/maya-asset-sync/github.svg)](https://agentmods.dev/skills/dcc-mcp/dcc-mcp-maya/maya-asset-sync)
Your own site
<a href="https://agentmods.dev/skills/dcc-mcp/dcc-mcp-maya/maya-asset-sync"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-maya/maya-asset-sync/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for maya-asset-sync

Your own site · 80×15
<a href="https://agentmods.dev/skills/dcc-mcp/dcc-mcp-maya/maya-asset-sync"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-maya/maya-asset-sync.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 23 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 907 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00023 $0.00907
Opus 5 $0.00012 $0.00453
Sonnet 5 $0.00005 $0.00181
Haiku 4.5 $0.00002 $0.00091

Measured 11d ago against content hash c0ccc1d01df0, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

maya-asset-sync scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 11d ago.

The scan reads SKILL.md. This mod also ships 1 executable file (scripts/asset_sync.py), listed below but not scanned — reading those needs a real analyzer, not pattern matching.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

src/dcc_mcp_maya/skills/maya-asset-sync/SKILL.md · 82 lines

What it actually says

maya-asset-sync

Typed cross-DCC revision sync using the shared dcc-mcp-core.asset_sync contract. Filesystem roots are operator-owned environment configuration.

sync_usd_revision offers two deliberate editability modes:

  • native: MayaUSD imports hierarchy, joints, animation as native Maya curves, geometry and shader networks for direct editing.
  • usd_proxy: a mayaUsdProxyShape references the immutable layer and retains maximum USD composition fidelity for non-destructive layer edits.

The result reports native animCurve, joint, NURBS curve, material, texture and bounding-box evidence so callers can verify what remained controllable. Native material evidence also identifies imported Arnold standardSurface PBR materials, their metalness, specular roughness, IOR, transmission, coat, and connected shader inputs instead of treating a material count as proof of lookdev fidelity.

Image-texture evidence is path- and color-management-aware. Each bounded image_textures record reports the node and node type, Maya-resolved path and path attribute, resolved existence, color space, string absoluteness, an operator-project-relative path when the resolved dependency is under the active workspace, whether the node came from this import, and any material inputs reachable through a bounded downstream shading graph. Maya may expand a portable project path after scene open, so use under_workspace and workspace_relative_path rather than treating is_absolute alone as a portability verdict. file_textures and missing_textures remain available with their legacy behavior; use image_texture_evidence_total, image_texture_evidence_limit, and image_texture_evidence_truncated to audit whether the detailed evidence is complete.

rig_expectation makes rig preservation auditable instead of best-effort:

  • auto preflights the USD and requires Maya joints whenever a standard UsdSkelSkeleton is present.
  • skeleton requires both source UsdSkel data and imported Maya joints.
  • skinned additionally requires authored joint indices/weights and imported Maya skinCluster nodes.
  • ignore keeps the legacy permissive behavior for intentionally rigid assets.

Native controller and constraint editability is reported additively under evidence.rig_editability; every legacy evidence field and editable_set retains its existing meaning. A transform counts as a controller only when it has a valid explicit dccMcpControllerRole string tag and a NURBS curve shape. This avoids guessing from node names or counting groom and guide curves as rig controls. Controller and native Maya constraint records are deterministically sorted and bounded; inspect each collection's total, limit, and truncated fields before treating the record list as complete.

required_constrained_controller_roles is an optional fail-closed acceptance gate for native sync. Its default empty array preserves the legacy permissive behavior. When roles are supplied, every role must identify exactly one keyable, unlocked NURBS controller and that controller must drive at least one editable native Maya constraint. Missing, duplicate, locked, or unconstrained roles return a typed error with the same evidence block. Standard USD/UsdSkel does not itself guarantee Maya controller shapes or constraint graphs, so only use this gate when the authored/imported asset carries the explicit role tags and native rig data required by the pipeline contract.

Constraint evidence preserves Maya's positional target-to-weight-alias mapping. A controller relation is editable only when its own weight alias can be read and is unlocked. The sampled weight and active flag remain diagnostic evidence; an unlocked animated weight at zero on the current frame does not make the rig non-editable.

Files

What ships with it

2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 11d ago First seen · 82 lines · 23 tokens per session scan A c0ccc1d01df0

Subscribe to this mod's changes

maya-asset-sync is a skill published in the GitHub repository dcc-mcp/dcc-mcp-maya (53 stars, last pushed 3d ago), licensed MIT. It adds 23 tokens to every session and 907 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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